This patch (against SVN head) fixes two issues:
1) If you make a Texture2D from an Image that has NULL data, then every
single Apply() of that Texture2D will throw away and re-create the GL
texture.
This is because the modification counts are never synchronised.
This situation occurs with RTT Textures. It makes for a hard to debug
glitchy problem, because destroying a GL texture and immediately recreating
*usually* recreates it in the same place in GPU memory, so it often just
happens to coincidently work.
The implemented fix is to actually set the texture's modification count on
creation.
2) ATI on windows RTT mipmapped textures.
ATI drivers on windows (and yes, I wish I didn't have to deal with either of
those nasties), appear to require that GL_GENERATE_MIPMAP_SGIS is enabled
at the time of texture *creation*, or they simply don't reserve space for
their mipmapped levels.
see songho's comment in:
http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=249408
This has no obvious negative effects on Nvidia drivers.
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#include <osg/GLExtensions>
#include <osg/Texture2D>
#include <osg/State>
#include <osg/Notify>
using namespace osg;
Texture2D::Texture2D():
_textureWidth(0),
_textureHeight(0),
_numMipmapLevels(0)
{
setUseHardwareMipMapGeneration(true);
}
Texture2D::Texture2D(Image* image):
_textureWidth(0),
_textureHeight(0),
_numMipmapLevels(0)
{
setUseHardwareMipMapGeneration(true);
setImage(image);
}
Texture2D::Texture2D(const Texture2D& text,const CopyOp& copyop):
Texture(text,copyop),
_image(copyop(text._image.get())),
_textureWidth(text._textureWidth),
_textureHeight(text._textureHeight),
_numMipmapLevels(text._numMipmapLevels),
_subloadCallback(text._subloadCallback)
{
}
Texture2D::~Texture2D()
{
}
int Texture2D::compare(const StateAttribute& sa) const
{
// check the types are equal and then create the rhs variable
// used by the COMPARE_StateAttribute_Parameter macro's below.
COMPARE_StateAttribute_Types(Texture2D,sa)
if (_image!=rhs._image) // smart pointer comparison.
{
if (_image.valid())
{
if (rhs._image.valid())
{
int result = _image->compare(*rhs._image);
if (result!=0) return result;
}
else
{
return 1; // valid lhs._image is greater than null.
}
}
else if (rhs._image.valid())
{
return -1; // valid rhs._image is greater than null.
}
}
if (!_image && !rhs._image)
{
// no image attached to either Texture2D
// but could these textures already be downloaded?
// check the _textureObjectBuffer to see if they have been
// downloaded
int result = compareTextureObjects(rhs);
if (result!=0) return result;
}
int result = compareTexture(rhs);
if (result!=0) return result;
// compare each parameter in turn against the rhs.
#if 1
if (_textureWidth != 0 && rhs._textureWidth != 0)
{
COMPARE_StateAttribute_Parameter(_textureWidth)
}
if (_textureHeight != 0 && rhs._textureHeight != 0)
{
COMPARE_StateAttribute_Parameter(_textureHeight)
}
#endif
COMPARE_StateAttribute_Parameter(_subloadCallback)
return 0; // passed all the above comparison macro's, must be equal.
}
void Texture2D::setImage(Image* image)
{
if (_image == image) return;
if (_image.valid() && _image->requiresUpdateCall())
{
setUpdateCallback(0);
setDataVariance(osg::Object::STATIC);
}
_image = image;
_modifiedCount.setAllElementsTo(0);
if (_image.valid() && _image->requiresUpdateCall())
{
setUpdateCallback(new Image::UpdateCallback());
setDataVariance(osg::Object::DYNAMIC);
}
}
void Texture2D::apply(State& state) const
{
//state.setReportGLErrors(true);
// get the contextID (user defined ID of 0 upwards) for the
// current OpenGL context.
const unsigned int contextID = state.getContextID();
Texture::TextureObjectManager* tom = Texture::getTextureObjectManager(contextID).get();
ElapsedTime elapsedTime(&(tom->getApplyTime()));
tom->getNumberApplied()++;
// get the texture object for the current contextID.
TextureObject* textureObject = getTextureObject(contextID);
if (textureObject)
{
if (_image.valid() && getModifiedCount(contextID) != _image->getModifiedCount())
{
// compute the internal texture format, this set the _internalFormat to an appropriate value.
computeInternalFormat();
GLsizei new_width, new_height, new_numMipmapLevels;
// compute the dimensions of the texture.
computeRequiredTextureDimensions(state, *_image, new_width, new_height, new_numMipmapLevels);
if (!textureObject->match(GL_TEXTURE_2D, new_numMipmapLevels, _internalFormat, new_width, new_height, 1, _borderWidth))
{
Texture::releaseTextureObject(contextID, _textureObjectBuffer[contextID].get());
_textureObjectBuffer[contextID] = 0;
textureObject = 0;
}
}
}
if (textureObject)
{
textureObject->bind();
if (getTextureParameterDirty(state.getContextID()))
applyTexParameters(GL_TEXTURE_2D,state);
if (_subloadCallback.valid())
{
_subloadCallback->subload(*this,state);
}
else if (_image.valid() && getModifiedCount(contextID) != _image->getModifiedCount())
{
applyTexImage2D_subload(state,GL_TEXTURE_2D,_image.get(),
_textureWidth, _textureHeight, _internalFormat, _numMipmapLevels);
// update the modified tag to show that it is up to date.
getModifiedCount(contextID) = _image->getModifiedCount();
}
else if (_readPBuffer.valid())
{
_readPBuffer->bindPBufferToTexture(GL_FRONT);
}
}
else if (_subloadCallback.valid())
{
_textureObjectBuffer[contextID] = textureObject = generateTextureObject(this, contextID,GL_TEXTURE_2D);
textureObject->bind();
applyTexParameters(GL_TEXTURE_2D,state);
_subloadCallback->load(*this,state);
textureObject->setAllocated(_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,_borderWidth);
// in theory the following line is redundent, but in practice
// have found that the first frame drawn doesn't apply the textures
// unless a second bind is called?!!
// perhaps it is the first glBind which is not required...
//glBindTexture( GL_TEXTURE_2D, handle );
// update the modified tag to show that it is upto date.
if (_image.valid()) getModifiedCount(contextID) = _image->getModifiedCount();
}
else if (_image.valid() && _image->data())
{
// keep the image around at least till we go out of scope.
osg::ref_ptr<osg::Image> image = _image;
// compute the internal texture format, this set the _internalFormat to an appropriate value.
computeInternalFormat();
// compute the dimensions of the texture.
computeRequiredTextureDimensions(state,*image,_textureWidth, _textureHeight, _numMipmapLevels);
_textureObjectBuffer[contextID] = textureObject = generateTextureObject(
this, contextID,GL_TEXTURE_2D,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,_borderWidth);
textureObject->bind();
applyTexParameters(GL_TEXTURE_2D,state);
bool needHardwareMipMap = (_min_filter != LINEAR && _min_filter != NEAREST);
if (needHardwareMipMap)
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
if (textureObject->isAllocated())
{
//notify(NOTICE)<<"Reusing texture object"<<std::endl;
applyTexImage2D_subload(state,GL_TEXTURE_2D,image.get(),
_textureWidth, _textureHeight, _internalFormat, _numMipmapLevels);
}
else
{
//notify(NOTICE)<<"Creating new texture object"<<std::endl;
applyTexImage2D_load(state,GL_TEXTURE_2D,image.get(),
_textureWidth, _textureHeight, _numMipmapLevels);
textureObject->setAllocated(true);
}
if (needHardwareMipMap)
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_FALSE);
// update the modified tag to show that it is upto date.
getModifiedCount(contextID) = image->getModifiedCount();
if (state.getMaxTexturePoolSize()==0 &&
_unrefImageDataAfterApply &&
areAllTextureObjectsLoaded() &&
image->getDataVariance()==STATIC)
{
Texture2D* non_const_this = const_cast<Texture2D*>(this);
non_const_this->_image = 0;
}
// in theory the following line is redundent, but in practice
// have found that the first frame drawn doesn't apply the textures
// unless a second bind is called?!!
// perhaps it is the first glBind which is not required...
//glBindTexture( GL_TEXTURE_2D, handle );
}
else if ( (_textureWidth!=0) && (_textureHeight!=0) && (_internalFormat!=0) )
{
// keep the image around at least till we go out of scope.
osg::ref_ptr<osg::Image> image = _image;
_textureObjectBuffer[contextID] = textureObject = generateTextureObject(
this, contextID,GL_TEXTURE_2D,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,_borderWidth);
textureObject->bind();
applyTexParameters(GL_TEXTURE_2D,state);
bool needHardwareMipMap = (_min_filter != LINEAR && _min_filter != NEAREST);
if (needHardwareMipMap)
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
// no image present, but dimensions at set so lets create the texture
glTexImage2D( GL_TEXTURE_2D, 0, _internalFormat,
_textureWidth, _textureHeight, _borderWidth,
_sourceFormat ? _sourceFormat : _internalFormat,
_sourceType ? _sourceType : GL_UNSIGNED_BYTE,
0);
if (needHardwareMipMap)
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_FALSE);
// update the modified tag to show that it is upto date.
if (image)
getModifiedCount(contextID) = image->getModifiedCount();
if (_readPBuffer.valid())
{
_readPBuffer->bindPBufferToTexture(GL_FRONT);
}
}
else
{
glBindTexture( GL_TEXTURE_2D, 0 );
}
// if texture object is now valid and we have to allocate mipmap levels, then
if (textureObject != 0 && _texMipmapGenerationDirtyList[contextID])
{
generateMipmap(state);
}
}
void Texture2D::computeInternalFormat() const
{
if (_image.valid()) computeInternalFormatWithImage(*_image);
else computeInternalFormatType();
}
void Texture2D::copyTexImage2D(State& state, int x, int y, int width, int height )
{
const unsigned int contextID = state.getContextID();
if (_internalFormat==0) _internalFormat=GL_RGBA;
// get the globj for the current contextID.
TextureObject* textureObject = getTextureObject(contextID);
if (textureObject)
{
if (width==(int)_textureWidth && height==(int)_textureHeight)
{
// we have a valid texture object which is the right size
// so lets play clever and use copyTexSubImage2D instead.
// this allows use to reuse the texture object and avoid
// expensive memory allocations.
copyTexSubImage2D(state,0 ,0, x, y, width, height);
return;
}
// the relevent texture object is not of the right size so
// needs to been deleted
// remove previously bound textures.
dirtyTextureObject();
// note, dirtyTextureObject() dirties all the texture objects for
// this texture, is this right? Perhaps we should dirty just the
// one for this context. Note sure yet will leave till later.
// RO July 2001.
}
// remove any previously assigned images as these are nolonger valid.
_image = NULL;
// switch off mip-mapping.
//
_textureObjectBuffer[contextID] = textureObject = generateTextureObject(this, contextID,GL_TEXTURE_2D);
textureObject->bind();
applyTexParameters(GL_TEXTURE_2D,state);
bool needHardwareMipMap = (_min_filter != LINEAR && _min_filter != NEAREST);
bool hardwareMipMapOn = false;
if (needHardwareMipMap)
{
hardwareMipMapOn = isHardwareMipmapGenerationEnabled(state);
if (!hardwareMipMapOn)
{
// have to switch off mip mapping
notify(NOTICE)<<"Warning: Texture2D::copyTexImage2D(,,,,) switch off mip mapping as hardware support not available."<<std::endl;
_min_filter = LINEAR;
}
}
GenerateMipmapMode mipmapResult = mipmapBeforeTexImage(state, hardwareMipMapOn);
glCopyTexImage2D( GL_TEXTURE_2D, 0, _internalFormat, x, y, width, height, 0 );
mipmapAfterTexImage(state, mipmapResult);
_textureWidth = width;
_textureHeight = height;
_numMipmapLevels = 1;
if (needHardwareMipMap)
{
for(int s=1; s<width || s<height; s <<= 1, ++_numMipmapLevels) {}
}
textureObject->setAllocated(_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,0);
// inform state that this texture is the current one bound.
state.haveAppliedTextureAttribute(state.getActiveTextureUnit(), this);
}
void Texture2D::copyTexSubImage2D(State& state, int xoffset, int yoffset, int x, int y, int width, int height )
{
const unsigned int contextID = state.getContextID();
if (_internalFormat==0) _internalFormat=GL_RGBA;
// get the texture object for the current contextID.
TextureObject* textureObject = getTextureObject(contextID);
if (textureObject)
{
// we have a valid image
textureObject->bind();
applyTexParameters(GL_TEXTURE_2D,state);
bool needHardwareMipMap = (_min_filter != LINEAR && _min_filter != NEAREST);
bool hardwareMipMapOn = false;
if (needHardwareMipMap)
{
hardwareMipMapOn = isHardwareMipmapGenerationEnabled(state);
if (!hardwareMipMapOn)
{
// have to switch off mip mapping
notify(NOTICE)<<"Warning: Texture2D::copyTexImage2D(,,,,) switch off mip mapping as hardware support not available."<<std::endl;
_min_filter = LINEAR;
}
}
GenerateMipmapMode mipmapResult = mipmapBeforeTexImage(state, hardwareMipMapOn);
glCopyTexSubImage2D( GL_TEXTURE_2D, 0, xoffset, yoffset, x, y, width, height);
mipmapAfterTexImage(state, mipmapResult);
// inform state that this texture is the current one bound.
state.haveAppliedTextureAttribute(state.getActiveTextureUnit(), this);
}
else
{
// no texture object already exsits for this context so need to
// create it upfront - simply call copyTexImage2D.
copyTexImage2D(state,x,y,width,height);
}
}
void Texture2D::allocateMipmap(State& state) const
{
const unsigned int contextID = state.getContextID();
// get the texture object for the current contextID.
TextureObject* textureObject = getTextureObject(contextID);
if (textureObject && _textureWidth != 0 && _textureHeight != 0)
{
// bind texture
textureObject->bind();
// compute number of mipmap levels
int width = _textureWidth;
int height = _textureHeight;
int numMipmapLevels = Image::computeNumberOfMipmapLevels(width, height);
// we do not reallocate the level 0, since it was already allocated
width >>= 1;
height >>= 1;
for( GLsizei k = 1; k < numMipmapLevels && (width || height); k++)
{
if (width == 0)
width = 1;
if (height == 0)
height = 1;
glTexImage2D( GL_TEXTURE_2D, k, _internalFormat,
width, height, _borderWidth,
_sourceFormat ? _sourceFormat : _internalFormat,
_sourceType ? _sourceType : GL_UNSIGNED_BYTE, NULL);
width >>= 1;
height >>= 1;
}
// inform state that this texture is the current one bound.
state.haveAppliedTextureAttribute(state.getActiveTextureUnit(), this);
}
}
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